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#ifdef RENDER_SNIPPET

#include <vector>

#include "PxPhysicsAPI.h"

#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
#include "SnippetDeformableVolumeSkinning.h"

using namespace physx;

extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern PxArray<DeformableVolume> gDeformableVolumes;
extern PxArray<SkinnedMesh> gSkinnedMeshes;
extern BasePostSolveCallback* gSkinning;

namespace
{
	Snippets::Camera* sCamera;

	void renderCallback()
	{
		stepPhysics(true);

		Snippets::startRender(sCamera);

		const PxVec3 dynColor(1.0f, 0.5f, 0.25f);
		const PxVec3 rcaColor(0.6f * 0.75f, 0.8f * 0.75f, 1.0f * 0.75f);

		PxScene* scene;
		PxGetPhysics().getScenes(&scene, 1);
		PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
		if (nbActors)
		{
			std::vector<PxRigidActor*> actors(nbActors);
			scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
			Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true, dynColor);
		}

		gSkinning->synchronize();
		
		for (PxU32 i = 0; i < gDeformableVolumes.size(); i++)
		{
			SkinnedMesh& skinnedMesh = gSkinnedMeshes[i];

			const PxVec3* skinnedVertices = gSkinning->getSkinnedVertices(i);

			Snippets::renderMesh(PxU32(skinnedMesh.mVertices.size()), skinnedVertices, PxU32(skinnedMesh.mTriangles.size()) / 3, &skinnedMesh.mTriangles[0],
				rcaColor, NULL, false);
			Snippets::renderMesh(PxU32(skinnedMesh.mVertices.size()), skinnedVertices, PxU32(skinnedMesh.mTriangles.size()) / 3, &skinnedMesh.mTriangles[0],
				rcaColor, NULL, true);
		}

		Snippets::finishRender();
	}

	void cleanup()
	{
		delete sCamera;
		cleanupPhysics(true);
	}

	void exitCallback()
	{
	}
}

void renderLoop()
{
	sCamera = new Snippets::Camera(PxVec3(10.0f, 10.0f, 10.0f), PxVec3(-0.6f, -0.2f, -0.7f));

	Snippets::setupDefault("PhysX Snippet Deformable Volume Skinning", sCamera, NULL, renderCallback, exitCallback);

	initPhysics(true);
	glutMainLoop();

	cleanup();
}

#endif
